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             1 Lower Mill Close
             Goldthorpe
             Rotherham                  Tel/Fax - 01709 888127
             South Yorkshire
             S63 9BY


Instructions
~~~~~~~~~~~~

1) Hard drive installation
2) Introduction....talks about the game
3) Instructions....control of the game
4) Of time and Time Warrior

Hard  drive installation.  Put the disks in your floppy drive one at a time
and  drag  the  icons  onto your hard drive.  Ideally you should make a new
drawer  and  name it TimeWarrior (one word).  All the disk icons can be put
in  it.   This  method  is  used  because  it  works.   You can install and
uninstall  at  will  or drag the drawer between drives.  No other files are
affected and assigns are not required.  The drive names permissible are DH0
to  DH4,  Workbench,  Work,  Games and Zip-100.  If you have the memory the
game can also be loaded into ram.

If you wish to mount the game in some strange place, there is an option for
telling  the  computer  where  you have put the game files.  This option is
given to you during the loading sequence.

This  version  of  'Time  Warrior' is intended for the standard 2 meg A1200
with  a  hard drive, or expanded A600.  The program requires 2 megs of chip
memory.   Because  of  the size of the program and the graphics it handles,
fast  ram  is  more  than  welcome.   There  are  some  graphic  and  sound
differences between a computer with fast ram and those without.

                            Introduction

Although  at  a  glance  Time  Warrior(TW) looks similar to other graphical
adventures.   In  reality it has little in common.  Computer adventures are
about graphics, puzzles, fighting, animations, wandering around and finding
things.   Real  adventures  differ  because  they  are built chiefly around
character interaction.  TW steps into this world.

For  those  who  simply  like to waggle a joystick or click a mouse button,
this  game  isn't really for you.  Sadly the Amiga itself seems to have got
itself  caught between simple game machine software with which it struggles
to  compete  with  dedicated  game  consoles and serious computer software,
which  again  without a bit of fast ram and a hard drive fitted to the base
unit, it struggles to compete.

TW  was  based  upon two books, 'Shades of Evil' which is available on disk
and  'Axe:   A  Tale of Carthelion' which was also written by myself and is
available  in  paperback,  its ISBN number being 0-9510361-0-6.  Both books
have been well tried and tested, the only genuine complaint being about the
book  cover.   They  are  two  very  different  stories.  Axe is written in
Tolkien  style without borrowing the mythologies of others while 'Shades of
Evil' is a much shorter story and written in my own style.  Comments on the
stories  are  always  welcome.   Reviews  from  people  who  only  read the
introduction are not.

As  you  may  have  gathered  TW  was intended for those who wish to become
immersed  in  an adventure, not those who like simple puzzlers or those who
simply  like  magical  graphics; the type which demand you to run through a
set of preset options before moving onto the next location.  I must confess
I  do  like  the  location  graphics  with  the  latter.  TW uses digitised
pictures  because  they  are  more  real,  they  are  intended to match the
adventure.   TW  normally  displays a screen from which you can control the
game,   however   it   is   possible   to  travel  around  in  full  screen
graphics(landscape mode).

The  name  'Time Warrior' originates from the fact that you travel from the
future  to  the  past  to  change the future or to be more accurate, create
another  time  line  which  already exists.  Confused?  Read the chapter on
time.  I will say no more about this here because this story is animated in
dreams during the adventure.

TW  covers  a  large  game  playing  area  but  allows very rapid movement.
Instead  of  moving  yards with each move you move miles, the areas between
moves  can be accessed when relevant, you could call them secret locations.
You  are  not  meant  to  search for these locations randomly.  If there is
somewhere of importance someone will tell you about it.  The idea of moving
large  distances  was  mine.   It  is  for  instance no harder to produce a
million forestry locations than it is a hundred..but what's the point?  The
adventure  can  already  depict  its  scenery in several thousand different
ways.   Enough is enough.  Because the adventure has to be set over a large
area, it doesn't mean that you have to spend half your life travelling.

The  main  control  screen  has a systems window(top), text window(bottom),
character  window(right)  and a location picture window(left).  The picture
window  is  only  a  representation  of where you are.  If you wish to look
around without entering the full screen graphics mode you should click your
left  mouse  button on the end icon at the right of your screen then pick a
direction  with  your right mouse button, one of the last four icons at the
same side of the screen.

The  full  screen  landscape mode serves the purpose of transporting you to
the  world  in which you are playing, to give a feel for your surroundings.
If  you  attempt  to  walk  through  the mountains you will get the feel of
enormity  (that  is  why  the time counter clicks on a day when you use the
pass).   You  get  a  feel  of  the  wide  open  spaces  on  the plains and
wastelands,  fairyland at Woodside and cold steel in Galiborn.  The control
screen  indicates the time of day by changing your own portrait background,
while  in  landscape  the  entire  landscape  changes.  You get a full four
directional  view  but  you do not see what or who is very close to you, it
tends to block the view.  For example if you are stood next to the signpost
at  Trails  Meet  you will not see it.  How do you know it is there?  While
the  landscape pictures update a back screen is visible, this will show the
signpost  clearly.  If for any reason your path is blocked the program will
return  you  to  the  command  screen.   Remember  landscape  mode  is four
directional  thus when you enter landscape mode the view will be of the way
you are facing (except for hidden locations), not necessarily what is shown
in the picture window.

PS Don't forget rest at night, but not the first night.  Not only does this
refresh  you  but vital clues are hidden in dreams.  This should be done in
command mode.  Pressing key r in landscape mode simply rests you.


                            Instructions

1)
What  are  the  icons(buttons)  for?   If  you  press  key  0 the icons are
disabled,  click  on each one in turn to find its use.  Look in the systems
window at the very top of the screen for this information.  You should also
click  on the picture and character windows.  For those who wish to control
the  game  solely  from  the  keyboard, you should note what it says in the
systems  windows because you can type these commands to get the job done if
your  own  pet  commands  are  not  recognised.  Most of these words can be
abbreviated.   The  command  to  give  a  write  up on your location can be
shortened to loc.

Most  icons are self explanatory but there are one or two unusual ones.  As
you  will  note  when  playing,  some  icons  utilise  left and right mouse
buttons.   For  example there is a standard seek icon, however pressing the
right  mouse button on this icon means seek for hidden locations (You don't
have  to remember this, these commands display on screen all the time).  If
you are told to go to a particular place and there appears to be nothing of
interest try this icon.  Knocking on doors is another good idea.  All icons
are displayed all the time, though occasionally the odd icon is disabled to
prevent you doing unreasonable things.  There are no sub-menus.

Perhaps  the  most  important  icon  is  the talk/text(command) icon.  This
allows  the  computer  to  differentiate  between  speech  and when you are
telling  the  computer to do something.  Virtually all the game actions can
be  controlled via the mouse(not the speech), but there are no pre-selected
questions  to  ask.  The icon with the question mark will help you out with
what to say but as the game is based around character interaction, allowing
the  player  nothing  more  than  a pre-selected option would kill it dead.
Conversation can be very smooth, for example when you click on the question
mark  you  may  be given a question to ask such as 'who are you' the answer
may be 'I am Fred, I have driven down from Carlisle in my Fiat'.  You could
leave the conversation at that but there is nothing wrong with asking 'what
is  a  fiat'  or 'where is carlisle'.  You simply type as you would talk to
someone  next  to  you.   All  questions  can  be  put  to  all characters.
Sometimes you will get the same answers, sometimes you won't.  Probably the
best two questions to put to anyone are 'who are you' and 'what can i do'.

If  you  control  the  game  via the mouse, and you are talking to someone,
clicking  on  another command icon will automatically return you to command
mode.  Keyboard uses can use keys 2 and 3 for switching modes.  Alternately
you  could type 'command or talk' or more realistically 'lo or bye'.  Key 1
is used for going to and returning from landscape mode.

There  are three sliders on the lower half of the screen, they indicate how
tired  you  are,  how  much  water you carry with you and how much food you
carry.   When  you  start  your  adventure  you will be pretty fit and well
topped  up  with food and water.  After a long while you will become tired,
hungry  and  thirsty, the 'crown' which is your status icon will inform you
when you are running low.  Resting restores energy, but every time you take
water  or  food  from  your backpack the relevant sliders will fall.  These
supplies do need replenishing.

Travelling  around  can be done via the right mouse button.  Alternately if
you  have  a  joystick  plugged in and you wished to travel north, push the
joystick  forward  as  indicated  on  the  screen  compass,  then allow the
joystick to return to its central position and press the fire button.  This
also  works  in  full landscape mode.  You will note that when you push the
joystick  forward  while  in  landscape mode, you will actually look to the
north.  The keyboard commands in full graphics mode would be 'tn' to travel
north,  'ln'  to  look north and 'r' to rest.  On the normal command screen
these functions still work, plus the usual text adventure commands.

To restart a game type begin.
To save a game type savegame
To load a game type loadgame
To check remaining memory type mem
To check memory remaining while you were in landscape mode type memo
To enable and disable the control icons key 0

A  comfortable  amount  of  spare  chipmem  for machines without fastram is
850kb.   It  will  run on less.  There is heavy memory usage when you enter
Galiborn  for  the  first  time  and also when you look at the mountains in
landscape mode.  This can actually be avoided.

                           Of Time and Time Warrior

Most people at sometime in their lives, sit and say 'Why am I here?  Why at
this particular time and place am I saying this?".  The answer to this is a
simple  one.  To be at that particular place and time saying that, then you
had  to  be  at  that  particular  place  and  time  saying  that.   It was
inevitable.

If  time  travel  were  possible  then  it would mean that past present and
future  co-exist.   Travelling  back in time would not alter the future you
came  from  because  that  future already exists.  So do you create another
time  line?  Well, yes you would but you have to bear in mind that the time
line  you  have  just  created  already  exists,  past  present and future.
Everything  co-exists.   Does that mean a conscious decision to travel back
into  the  past  to  change  the future is a waste of time?  Certainly not.
Conscious decisions would of course really be inevitable decisions, but you
have  to play the game.  If time travel were possible all we really have to
cling to is the belief that we are making our own decisions, and in a sense
we  are,  the  fact that the future of all time lines already exist doesn't
change this.

Ok  that's the simple stuff dispensed with.  What of the future where 'Time
Warrior'  originates.   Firstly they have interstellar travel.  Warp drives
and  jump gates do not exist.  In the late twentyfifth century of that time
line  the wording of the theory of the origins of the universe was changed.
Instead  of  saying  the  early  universe contained matter and anti-matter,
which  collided and left remnants of matter and energy, they said the early
universe  contained  time  and  anti-time  stuff.   When time and anti-time
merged  it  produced  no time which is energy.  The remnants of the merging
instead  of being called matter, was called time, which gave the impression
that  it  travelled  from yesterday to tomorrow.  It was however discovered
that  anti-time  had  not  been totally annihilated.  In fact anti-time was
responsible  for  things  like  gravity  (run a film backwards and pressure
becomes  suction)  and the strange forces which hold the subatomic universe
together.   Once  they understood gravity it didn't take long to manipulate
it.   Gravity  is  produced  by  mass.  If you manipulate the gravity of an
object  you also alter its mass, thus came the inertialess drive.  This was
one  of  the  oldest science fiction ideas created in our time line by 'Doc
Smith'.   It  just had to be?  The implications of manipulating gravity are
immense.   Pilots  of  spacecraft had few energy problems, G-force problems
and  even  time  problems  were  minimised.   This  is the era in which the
Convention of Time Travellers was assembled.

The  Convention  of  Time  Travellers  consisted  of  a  bunch  of playboys
knobheads  and  cavaliers,  who  journeyed to the past to live the lives of
others.   After  becoming  fully  gratified they would return to the future
with  all  their  memories  simply  to do it all again.  Sadly for them the
master of this time line was not only a nasty piece of work and clever with
it  but  he  was also immortal.  He had been running the show since records
began.   What he wasn't was all seeing and all knowledgeable, thus the idea
of  time  travel  worried  him.   He  was going to close the show down.  He
guessed  the convention would try and dispose of him in the past and he was
right.  This story is told during the adventure dream sequences.

Was  it  possible  to remove the bad guy in that time line?  Of course not.
So  if  the mission was a success (which is of course in your hands), which
time line was he removed from.  Answers on a postcard.

Communication  between  the  people of the past and present was possible by
means  of  a  device  named  a 'dialect'.  The conventions language had not
changed  in  thousands of years, but the way they spoke their language had.
The  'dialect'  was a crude device which was nicknamed a 'Dalek" because of
the   way  it  sounded.   With  the  'dalek  on'  command  everyone  became
understandable  but  everyone  sounded the same.  Time travellers tended to
learn the dialect of the eras they visited.


Enjoy It :)

